Index
A
- adjusted camera functions
- about / Adjusted camera functions
- Zoom / Zoom
- Field of view (FOV) / Field of view
- Depth of field (DOF) / Depth of field
- AI
- implementing, in games / Implementing AI in games
- AIController
- linking, to Character Blueprint / Linking AIController to the Character Blueprint
- configuring / Configuring AIController
- movement speed, adjusting / Adjusting movement speed
- AI logic
- setting up / Tutorial – setting up AI logic
- basic animation, adding / Adding basic animation
- Ambient Sound Actor
- animation
- about / What is animation?
- stop-motion animation / What is animation?
- computer animation / What is animation?
- 3D model, preparing for / Preparing before animation
- creating / How is animation created?
- importing, from Maya / Importing animation from Maya/3ds Max
- importing, from 3ds Max / Importing animation from Maya/3ds Max
- animation, in Unreal Engine 4 / What Unreal Engine 4 offers for animation in games
- Animation and Rigging Toolset (ART)
- Animation Blueprint
- setting up, for Blend Animation usage / Tutorial – setting up the Animation Blueprint to use a Blend Animation
- animation pack
- importing, from Marketplace / Tutorial – importing the animation pack from Marketplace
- animations
- blending / Why do we need to blend animations?
- AnimGraph
- about / AnimGraph
- application programming interfaces (APIs) / APIs – DirectX and OpenGL
- artificial intelligence
- about / Artificial intelligence
- audio, obtaining into Unreal
- about / Getting audio into Unreal
- audio format / The audio format
- sampling rate / The sampling rate
- bit depth / Bit depth
- supported sound channels / Supported sound channels
- audio quality
- about / Audio quality
- Audio Volume
- about / Audio Volume
B
- baking
- beginners guide, Unreal Editor
- start menu / The start menu
- Project Browser / Project Browser
- Content Browser / Content Browser
- Toolbar / Toolbar
- Viewport / Viewport
- Scene Outliner / Scene Outliner
- Modes window / Modes
- Behavior Tree
- about / Understanding a Behavior Tree
- logic, designing of / Exercise – designing the logic of a Behavior Tree
- implementing, in Unreal Engine 4 / How to implement a Behavior Tree in Unreal Engine 4
- creating / Creating a Behavior Tree
- using / Using the Behavior Tree
- custom task, creating for / Creating a custom task for the Behavior Tree
- PickTargetLocation custom task, using in / Using the PickTargetLocation custom task in BT
- Blackboard
- BlackBoardData
- creating / Creating the BlackBoardData
- variable, adding into / Adding a variable into BlackBoardData
- blank map
- level, creating from / Creating a level from a new blank map
- Blend Animation
- about / Why do we need to blend animations?
- creating / Tutorial – creating a Blend Animation
- Animation Blueprint, setting up for usage of / Tutorial – setting up the Animation Blueprint to use a Blend Animation
- Blocking Volume
- about / Blocking Volume
- Blueprint / The history of Unreal Engine
- about / Introducing Blueprint
- Level Blueprint / Level Blueprint
- Blueprint AIController
- creating / Creating the Blueprint AIController
- Blueprint character
- creating / Creating the Blueprint character
- Blueprint First Person Project
- creating / Creating a new project
- Blueprint visual scripting system
- bots / The history of Unreal Engine
- BSP
- about / Background
- BSP Box brush
- used, for creaitng ground / Creating the ground using the BSP Box brush
- BSP Brush
- about / BSP Brush
- background / Background
- type / Brush type
- solidity / Brush solidity
- versus Static Mesh / BSP Brush versus Static Mesh
C
- Camera Blocking Volume
- about / Camera Blocking Volume
- camera movement
- about / Camera movement
- tilt / Tilt
- pan / Pan
- dolly/track/truck / Dolly/track/truck
- pedestal / Pedestal
- central processing unit (CPU) / Rendering pipeline
- Character Blueprint
- Mesh, adding to / Adding and configuring Mesh to a Character Blueprint
- Mesh, configuring to / Adding and configuring Mesh to a Character Blueprint
- AIController, linking to / Linking AIController to the Character Blueprint
- cinematics
- about / Introducing cinematics
- cinematic techniques
- about / Introducing cinematics, Cinematic techniques
- adjusted camera functions / Adjusted camera functions
- camera movement / Camera movement
- scene, capturing / Capturing a scene
- Close Up Shot (CU) / Shot types
- collision configuration properties
- about / Collision configuration properties
- Simulation Generates Hit Events / Simulation Generates Hit Events
- Generate Overlap Events / Generate Overlap Events
- Collision Presets / Collision Presets
- Collision Enabled / Collision Enabled
- Object Type / Object Type
- Collision Responses / Collision Responses
- collision hulls / Collision hulls
- Collision Responses option
- about / Collision Responses
- Trace Responses / Trace Responses
- Object Responses / Object Responses
- collisions
- about / Collisions
- computer animation
- about / What is animation?
- conditional / How to implement a Behavior Tree in Unreal Engine 4
- Constructive Solid Geometry (CSG)
- about / Background
- control keys
- about / Control keys
- Cooper Industries
- reference link, for downloading IES Light Profiles / Downloading IES Light Profiles
- Cull Distance Volume
- about / Cull Distance Volume
- custom materials
- creating, simple texture used / Creating custom material using simple textures
- used, for transforming level / Using custom materials to transform the level
- custom sounds
- adding, to level / Exercise – adding custom sounds to a level
- custom task
- creating, for Behavior Tree / Creating a custom task for the Behavior Tree
- cut scenes
- about / Introducing cinematics
- need for / Why do we need cut scenes?
D
- 3D model
- animating / Understanding how to animate a 3D model
- preparing, for animation / Preparing before animation
- 3ds Max
- animation, importing from / Importing animation from Maya/3ds Max
- Deca Tree
- about / How are sounds recorded?
- Depth of field (DOF)
- about / Depth of field
- design principles, particle system
- about / The design principles of a particle system
- research / Research
- iterative creative process / The iterative creative process
- Direct3D 11 graphics pipeline
- reference link / Shaders
- Directional Light
- adding / Adding and configuring a Directional Light
- configuring / Adding and configuring a Directional Light
- Direct Light
- about / Common light/shadow definitions
- DirectX
- about / APIs – DirectX and OpenGL, DirectX
- DirectX12
- about / DirectX12
- pipeline state transformation / Pipeline state representation
- work submission / Work submission
- resource access / Resource access
- DirectX 12
- reference link / DirectX12
- domain-shader stage / Shaders
- door
- opening, creating for / Creating an opening for a door
E
- EventGraph
- about / EventGraph
- nodes, adding in / Nodes to add in EventGraph
- existing animation
- assigning, to Persona / Tutorial – assigning existing animation to a Pawn
- Extreme Close Up Shot (ECU) / Shot types
- Extreme Long Shot (ELS) / Shot types
- Extreme Wide Shot (EWS) / Shot types
F
- Field of view (FOV)
- about / Field of view
- finishing touches
- applying, to room / Applying finishing touches to a room
- fireplace particle system
- creating / Example – creating a fireplace particle system
- P_Fireplace, crafting / Crafting P_Fireplace
- solo emitters, observing of / Observing the solo emitters of the system
- nonessential emitters, deleting / Deleting non-essential emitters
- Flame emitter, editing / Focusing on editing the Flame emitter
- viewing / Looking at the complete particle system
- Flame emitter
- editing / Focusing on editing the Flame emitter
- framing
- about / Framing
- rules / Some framing rules
G
- game
- requisites / What goes into a game?
- game development
- about / Game development
- artists / Artists
- cinematic creators / Cinematic creators
- sound designers / Sound designers
- game designers / Game designers
- programmers / Programmers
- game engine
- about / What is a game engine?
- game level
- extending / Exercise – extending your game level (optional)
- useful tips / Useful tips
- guidelines / Guidelines
- games
- AI, implementing in / Implementing AI in games
- music, producing for / How do we produce sound and music for games?
- sound, producing for / How do we produce sound and music for games?
- geometry-shader stage / Shaders
- graphic programmers
- about / Materials
- graphics
- example flow / Shaders
- graphics processing unit (GPU) / Rendering pipeline
- ground
- creating, BSP Box brush used / Creating the ground using the BSP Box brush
- material, adding to / Adding material to the ground
- guidelines, game level extension
- area expansion / Area expansion, Part 2 – creating a big room (living and kitchen area), Part 3 – creating a small room along the walkway
- windows, creating / Creating windows and doors, Part 2 – creating an open window for the window seat, Part 3 – creating windows for the room, Part 4 – creating the main door area
- doors, creating / Creating windows and doors, Part 2 – creating an open window for the window seat, Part 3 – creating windows for the room, Part 4 – creating the main door area
- basic furniture creation, placing / Creating basic furniture, Part 3 – creating the window seat area, Part 5 – creating the kitchen cabinet area
H
- height map
- reference link / Importing height maps and layers
- High Level Shading Language (HLSL)
- about / High Level Shading Language
- hills
- creating, Landscape tool used / Exercise – creating hills using the Landscape tool
- Hot Reload function
- about / Unreal programming
- hull-shader stage / Shaders
I
- IES Light Profiles
- downloading / Downloading IES Light Profiles
- IES Profile
- using / Using the IES Profile
- IES Profiles
- importing, into Unreal Engine Editor / Importing IES Profiles into the Unreal Engine Editor
- using / Using IES Profiles
- Indirect Light
- about / Common light/shadow definitions
- input-assembler stage / Shaders
- interactions
- about / Interactions
K
- Kill Z Volume
- about / Kill Z Volume
- Kismet / The history of Unreal Engine
- Kismet system
- about / Introducing Blueprint
L
- landscape creation options
- about / Landscape creation options
- multiple landscapes / Multiple landscapes
- custom material, using / Using custom material
- height maps, importing / Importing height maps and layers
- layers, importing / Importing height maps and layers
- Scale settings / Scale
- number of components / The number of components
- Section Size / Section Size
- Landscape tool
- about / Introducing terrain manipulation
- used, for creating hills / Exercise – creating hills using the Landscape tool
- level
- creating, from blank map / Creating a level from a new blank map
- light, adding to / Adding light to a level
- objects, positioning in / Useful tip – positioning objects in a level
- sky, adding to / Adding the sky to a level
- objects, rotating in / Useful tip – rotating objects in a level
- viewing / Viewing a level that's been created
- saving / Saving a level
- transforming, custom materials used / Using custom materials to transform the level
- custom sounds, adding to / Exercise – adding custom sounds to a level
- Level Blueprint
- about / Level Blueprint
- level of detail (LOD) system / Landscape – building large outdoor worlds and foliage
- Level Streaming Volume
- light
- adding, to level / Adding light to a level
- lighting
- about / Lighting
- Light Map
- about / Common light/shadow definitions
- Lightmass Importance Volume
- adding / Adding Lightmass Importance Volume
- about / Lightmass Importance Volume
- lights
- about / Lights
- Point Light / Configuring a Point Light with more settings
- Spot Light / Adding and configuring a Spot Light
- Directional Light / Adding and configuring a Directional Light
- Sky Light / Example – adding and configuring a Sky light
- Lithonia
- reference link, for downloading IES Light Profiles / Downloading IES Light Profiles
- LOD
- about / Level of detail
- logic
- designing, of Behavior Tree / Exercise – designing the logic of a Behavior Tree
- Long Shot (LS) / Shot types
M
- map
- configuring, as start level / Configuring a map as a start level
- Marketplace
- animation pack, importing from / Tutorial – importing the animation pack from Marketplace
- massively online games (MMOG) / The history of Unreal Engine
- material
- adding, to ground / Adding material to the ground
- adding, to walls / Adding materials to the walls
- Material
- creating, in Unreal / Creating a Material in Unreal
- versus Texture / Materials versus Textures
- Material Editor
- about / Material Editor, The Material Editor
- Cascade particle system / The Cascade particle system
- Persona skeletal mesh animation / The Persona skeletal mesh animation
- landscape / Landscape – building large outdoor worlds and foliage
- material manipulation
- about / Materials
- materials
- about / Materials
- Matinee Editor
- about / Matinee Editor
- Maya
- animation, importing from / Importing animation from Maya/3ds Max
- Medium Shot (MS) / Shot types
- Mesh
- adding, to Character Blueprint / Adding and configuring Mesh to a Character Blueprint
- configuring, to Character Blueprint / Adding and configuring Mesh to a Character Blueprint
- Metal Shading Language / Shaders
- modules
- motion capture
- about / What is animation?
- Movable Light
- Move To node
- Wait task, replacing with / Replacing the Wait task with Move To
- multitexturing
- about / Multitexturing
- music
- about / Sound and music
- producing, for games / How do we produce sound and music for games?
N
- Navigation Mesh
- about / Navigation Mesh
- creating / Tutorial – creating a Navigation Mesh
- Nav Mesh Bounds Volume
- about / Nav Mesh Bounds Volume
- nodes
- adding, in EventGraph / Nodes to add in EventGraph
- non-player characters (NPCs) / The history of Unreal Engine
- Normal Maps
- about / A special form of texture maps – Normal Maps
- reference link / A special form of texture maps – Normal Maps
O
- objects
- selecting / Useful tip – selecting an object easily
- positioning, in level / Useful tip – positioning objects in a level
- rotating, in level / Useful tip – rotating objects in a level
- OpenGL
- about / APIs – DirectX and OpenGL
- OpenGL Shading Language (GLSL) / Shaders
- opening
- creating, for door / Creating an opening for a door
- output-merger stage / Shaders
P
- Pain Causing Volume
- about / Pain Causing Volume
- panning
- about / Pan
- particle effect / What goes into a game?
- particle system
- about / What is a particle system?
- exploring / Exploring an existing particle system
- components / The main components of a particle system
- design principles / The design principles of a particle system
- performance capture
- about / What is animation?
- Persona
- about / What can you do with Persona?
- existing animation, assigning to / Tutorial – assigning existing animation to a Pawn
- Philips
- reference link, for downloading IES Light Profiles / Downloading IES Light Profiles
- Physical Based Shading Model (PBSP)
- about / Physical Based Shading Model
- Physics Asset Tool (PhAT) / The Persona skeletal mesh animation
- Physics Volume
- about / Physics Volume
- Pain Causing Volume / Pain Causing Volume
- Kill Z Volume / Kill Z Volume
- Level Streaming Volume / Level Streaming Volume, Cull Distance Volume
- Cull Distance Volume / Cull Distance Volume
- Audio Volume / Audio Volume
- PostProcess Volume / PostProcess Volume
- Lightmass Importance Volume / Lightmass Importance Volume
- PickTargetLocation custom task
- using, in Behavior Tree / Using the PickTargetLocation custom task in BT
- pipeline state object (PSO) / Pipeline state representation
- pixel-shader stage / Shaders
- Player Start
- adding / Adding Player Start
- Point Light
- configuring / Configuring a Point Light with more settings
- Attenuation Radius setting / Attenuation Radius
- Intensity setting / Intensity
- Use Inverse Squared Falloff setting / Use Inverse Squared Falloff
- Color setting / Color
- PostProcess Volume
- about / PostProcess Volume
- preconfigured levels
- exploring / Exploring preconfigured levels
- project
- creating / Creating a new project
- props
- adding, to room / Adding props or a static mesh to the room
- Pulse Code Modulation (PCM)
- about / How are sounds recorded?
R
- rasterizer stage / Shaders
- rendering
- reference link / Shaders
- rendering pipeline
- about / Rendering pipeline
- rendering system
- about / The rendering system
- rig / Preparing before animation
- rigging / Preparing before animation
- room
- sealing / Sealing a room
- static mesh, adding to / Adding props or a static mesh to the room
- props, adding to / Adding props or a static mesh to the room
- finishing touches, applying to / Applying finishing touches to a room
S
- shaders
- about / Shaders
- Shadow Map
- about / Common light/shadow definitions
- shot plan
- about / Shot plan
- shots
- about / Shot types
- Extreme Wide Shot (EWS) / Shot types
- Extreme Long Shot (ELS) / Shot types
- Wide Shot (WS) / Shot types
- Long Shot (LS) / Shot types
- Medium Shot (MS) / Shot types
- Close Up Shot (CU) / Shot types
- Extreme Close Up Shot (ECU) / Shot types
- Signal to Quantization Noise Ratio (SQNR)
- about / Bit depth
- simple Behavior Tree
- creating / Example – creating a simple Behavior Tree
- creating, Wait task used / Creating a simple BT using a Wait task
- simple custom material
- creating / Creating a simple custom material
- simple matinee sequence
- simple texture
- used, for creating custom materials / Creating custom material using simple textures
- sky
- adding, to level / Adding the sky to a level
- Sky Light
- adding / Example – adding and configuring a Sky light
- configuring / Example – adding and configuring a Sky light
- snap grids
- solo emitters
- observing, of fireplace particle system / Observing the solo emitters of the system
- sound
- about / Sound and music
- producing, for games / How do we produce sound and music for games?
- recording / How are sounds recorded?
- importing, into Unreal Editor / Exercise – importing a sound into the Unreal Editor
- Sound Cue Editor
- about / Sound Cue Editor, The Sound Cue Editor
- opening / How to open the Sound Cue Editor
- configuring / Configuring the Sound Cue Editor
- Sound Cues
- about / Sound Cue Editor
- sound cues
- sound waves
- Spot Light
- adding / Adding and configuring a Spot Light
- configuring / Adding and configuring a Spot Light
- inner cone angle / Inner cone and outer cone angle
- outer cone angle / Inner cone and outer cone angle
- start level
- map, configuring as / Configuring a map as a start level
- Static Light
- Static Mesh
- about / Static Mesh
- versus BSP Brush / BSP Brush versus Static Mesh
- movable, making / Making Static Mesh movable, Materials
- reference link / Static Mesh creation pipeline
- static mesh
- adding, to room / Adding props or a static mesh to the room
- Static Mesh creation pipeline
- about / Static Mesh creation pipeline
- Stationary Light
- stop-motion animation
- about / What is animation?
- stream-output stage / Shaders
- survey-accurate visual simulations
- reference link / Field of view
T
- terrain manipulation
- about / Introducing terrain manipulation
- tessellator stage / Shaders
- Texture
- versus Material / Materials versus Textures
- texture
- about / Materials
- Texture Map
- creating / How to create and use a Texture Map
- using / How to create and use a Texture Map
- Texture Mapping
- about / Texture/UV mapping
- Trigger Volume
- about / Trigger Volume
- used, for turning on light / Using the Trigger Volume to turn on/off light
- used, for turning off light / Using the Trigger Volume to turn on/off light
- used, for toggling light on/off / Using Trigger Volume to toggle light on/off (optional)
U
- Unreal
- Material, creating in / Creating a Material in Unreal
- Unreal audio system
- about / The Unreal audio system
- Unreal Editor
- about / Unreal Editor
- beginners guide / A beginner's guide to the Unreal Editor
- sound, importing into / Exercise – importing a sound into the Unreal Editor
- Unreal Engine
- history / The history of Unreal Engine
- editors / Unreal Engine and its powerful editors
- Unreal Editor / Unreal Editor
- Material Editor / Material Editor
- Sound Cue Editor / Sound Cue Editor
- Matinee Editor / Matinee Editor
- Blueprint visual scripting system / The Blueprint visual scripting system
- Unreal Engine 4
- components / The components of Unreal Engine 4
- sound engine / The sound engine
- physics engine / The physics engine
- graphics engine / The graphics engine
- Gameplay framework / Input and the Gameplay framework
- input system / Input and the Gameplay framework
- light / Light and shadow
- shadow / Light and shadow
- post-process effects / Post-process effects
- artificial intelligence (AI) / Artificial intelligence
- online and multiplatform capabilities / Online and multiplatform capabilities
- Behavior Tree, implementing in / How to implement a Behavior Tree in Unreal Engine 4
- Unreal Engine Editor
- IES Profiles, importing into / Importing IES Profiles into the Unreal Engine Editor
- Unreal Landscaping tool
- about / Introducing terrain manipulation
- Unreal Matinee Editor
- Unreal objects
- about / Unreal objects
- Unreal programming
- about / Unreal programming
- UV texture map
- about / Texture/UV mapping
V
- variable
- adding, into BlackBoardData / Adding a variable into BlackBoardData
- vertex-shader stage / Shaders
- Video Games Live
- reference link / How do we produce sound and music for games?
- View Mode
- viewport
- navigating / Navigating the viewport
- views
- about / Views
- Vivaldi
- volumes
- about / Introducing volumes
- Blocking Volume / Blocking Volume
- Camera Blocking Volume / Camera Blocking Volume
- Trigger Volume / Trigger Volume
- Nav Mesh Bounds Volume / Nav Mesh Bounds Volume
- Physics Volume / Physics Volume
- Vorbis
- Vulkan / Shaders
W
- Wait task
- used, for creating simple Behavior Tree / Creating a simple BT using a Wait task
- replacing, with Move To node / Replacing the Wait task with Move To
- wall
- adding / Adding a wall
- duplicating / Duplicating a wall
- materials, adding to / Adding materials to the walls
- Wide Shot (WS) / Shot types